Procedurally Generated Volumetric Cloudscapes for Unity
Thesis title in Czech: | Procedurálně generované volumetrické mraky pro Unity |
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Thesis title in English: | Procedurally Generated Volumetric Cloudscapes for Unity |
Key words: | Procedurální generování, volumetrické renderování, participující média, rozptyl světla |
English key words: | Procedural generation, volumetric rendering, participating media, light scattering |
Academic year of topic announcement: | 2019/2020 |
Type of assignment: | Bachelor's thesis |
Thesis language: | angličtina |
Department: | Department of Software and Computer Science Education (32-KSVI) |
Supervisor: | Mgr. Martin Kahoun |
Author: | hidden![]() |
Date of registration: | 15.03.2020 |
Date of assignment: | 15.03.2020 |
Confirmed by Study dept. on: | 05.05.2020 |
Date and time of defence: | 14.09.2020 09:00 |
Date of electronic submission: | 17.08.2020 |
Date of submission of printed version: | 04.06.2020 |
Date of proceeded defence: | 14.09.2020 |
Reviewers: | Tobias Rittig, B.Sc., M.Sc., Ph.D. |
Guidelines |
The goal of this thesis is to create a plugin for the Unity game engine providing its users with generated, dynamic, and controllable cloudscapes for their projects. The plugin should be able to generate different types of clouds and render them efficiently on the sky. User shall be provided with means to control the clouds density (coverage) and occurrence or an option to generate these procedurally. Generated cloudscape should be dynamic, i.e., evolving and moving over time, this again shall be controllable by the user.
The resulting cloudscape should be believable providing advanced lighting effects such as cast shadows and lightshafts minimizing artifacts. The implemented plugin should be efficient and easy to use. Source code has to be well commented and documented. |
References |
[1] Schneider, A., Vos, N. "The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn" Advances in Real-Time Rendering in Games course, SIGGRAPH 2015.
[2] Ebert, D. et al. "Texturing and Modeling: A Procedural Approach" 3rd edition, 2002. [3] Hughes, J. F., et al. "Computer graphics: principles and practice" 3rd edition, Addison-Wesley Professional, 2013 [4] Schneider, A. "Real-time Volumetric Cloudscapes" GPU Pro 7, chapter 4, pages97–127. CRC press, 2016 [5] Häggström, F., "Real-time rendering of volumetric clouds" Master Thesis, Umeå University, Faculty of science and technology, 2018 [6] Elek, O. "Physically-based Cloud Rendering on GPU" Master thesis, Charles University in Prague, Faculty of Mathematics and Physics, 2011 |